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script-universal_function.js 42 kB

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  1. //仿GM_xmlhttpRequest函数v1.5
  2. const GM_xmlhttpRequest = function(GM_param) {
  3. const xhr = new XMLHttpRequest(); //创建XMLHttpRequest对象
  4. xhr.open(GM_param.method, GM_param.url, true);
  5. if (GM_param.responseType) xhr.responseType = GM_param.responseType;
  6. if (GM_param.overrideMimeType) xhr.overrideMimeType(GM_param.overrideMimeType);
  7. xhr.onreadystatechange = function(e) //设置回调函数
  8. {
  9. const _xhr = e.target;
  10. if (_xhr.readyState === _xhr.DONE) { //请求完成时
  11. console.debug("http状态码:", _xhr.status);
  12. if ((_xhr.status === 200 || (location.host === "" && _xhr.status === 0)) && GM_param.onload) //正确加载时
  13. {
  14. GM_param.onload(_xhr);
  15. } else if (_xhr.status !== 200 && GM_param.onerror) //发生错误时
  16. {
  17. GM_param.onerror(_xhr);
  18. }
  19. }
  20. };
  21. if (GM_param.onprogress)
  22. xhr.upload.onprogress = function(e) { GM_param.onprogress(e.target) };
  23. //添加header
  24. for (let header in GM_param.headers) {
  25. xhr.setRequestHeader(header, GM_param.headers[header]);
  26. }
  27. //发送数据
  28. xhr.send(GM_param.data ? GM_param.data : null);
  29. };
  30. //获取URL参数
  31. function getQueryString(name, url) {
  32. const urlObj = new URL(url || document.location);
  33. if (!Array.isArray(name)) name = [name];
  34. let n_e = name.entries(), n;
  35. let value;
  36. do
  37. {
  38. n = n_e.next();
  39. if (!n.done)
  40. {
  41. value = urlObj.searchParams.get(n.value[1]);
  42. }
  43. }while(!n.done && value == undefined)
  44. return value;
  45. }
  46. //数字补前导0
  47. Number.prototype.prefixInteger = function(length, useGrouping = false) {
  48. return this.toLocaleString(undefined, {
  49. useGrouping: useGrouping,
  50. minimumIntegerDigits: length
  51. });
  52. }
  53. //数字补前导0
  54. String.prototype.prefix = function(length = 2, prefix = '0') {
  55. let needAddLength = Math.max(length - this.length, 0);
  56. return new Array(needAddLength).fill(prefix).join('') + this;
  57. }
  58. // 将字符串转为Base64
  59. String.prototype.toBinary = function() {
  60. const charCodes16Arr = [...this].map(char=>char.charCodeAt(0));
  61. const codeUnits = new Uint16Array(charCodes16Arr);
  62. const charCodes = new Uint8Array(codeUnits.buffer);
  63. const result = [...charCodes].map(code=>String.fromCharCode(code)).join('');
  64. return result;
  65. }
  66. String.prototype.toBase64 = function() {
  67. return btoa(this.toBinary());
  68. }
  69. String.fromBinary = function(binary) {
  70. const bytes = new Uint8Array([...binary].map(char=>char.charCodeAt(0)));
  71. const charCodes = new Uint16Array(bytes.buffer);
  72. const result = [...charCodes].map(code=>String.fromCharCode(code)).join('');
  73. return result;
  74. }
  75. String.fromBase64 = function(base64) {
  76. return String.fromBinary(atob(base64));
  77. }
  78. //大数字缩短长度,默认返回本地定义字符串
  79. Number.prototype.bigNumberToString = function() {
  80. return this.toLocaleString();
  81. }
  82. //最多保留N位小数,不留0
  83. Number.prototype.keepCounts = function(decimalDigits = 2, plusSign = false)
  84. {
  85. let newNumber = Number(this.toFixed(decimalDigits));
  86. return (plusSign && this > 0 ? '+' : '') + newNumber.bigNumberToString();
  87. }
  88. //数组删除自己尾部的空元素
  89. Array.prototype.DeleteLatter = function(item = null) {
  90. let index = this.length - 1;
  91. for (; index >= 0; index--) {
  92. if (this[index] !== item) {
  93. break;
  94. }
  95. }
  96. this.splice(index + 1);
  97. return this;
  98. }
  99. Array.prototype.randomShift = function() {
  100. return this.splice(Math.random() * this.length, 1)?.[0];
  101. }
  102. Math.randomInteger = function(max, min = 0) {
  103. return this.floor(this.random() * (max - min + 1) + min);
  104. }
  105. //将二进制flag转为数组
  106. function flags(num) {
  107. const arr = [];
  108. for (let i = 0; i < 32; i++) {
  109. if (num & (1 << i)) {
  110. arr.push(i);
  111. }
  112. }
  113. return arr;
  114. }
  115. //带标签的模板字符串
  116. function tp(strings, ...keys) {
  117. return (function(...values) {
  118. let dict = values[values.length - 1] || {};
  119. let fragment = document.createDocumentFragment();
  120. fragment.appendChild(document.createTextNode(strings[0]));
  121. //let result = [strings[0]];
  122. keys.forEach(function(key, i, arr) {
  123. let value = Number.isInteger(key) ? values[key] : dict[key];
  124. if (value == undefined)
  125. {
  126. //console.debug("模板字符串中 %s 未找到输入数据",key);
  127. }else
  128. {
  129. if (!(value instanceof Node))
  130. {
  131. value = document.createTextNode(value);
  132. }
  133. try{
  134. fragment.appendChild(arr.lastIndexOf(key) == i ? value : value.cloneNode(true));
  135. }catch(e)
  136. {
  137. console.log(value, e);
  138. console.log(keys, values);
  139. }
  140. }
  141. fragment.appendChild(document.createTextNode(strings[i + 1]));
  142. });
  143. return fragment;
  144. });
  145. }
  146. //来自于 https://www.cnblogs.com/zhenguo-chen/p/14672332.html
  147. function deepMerge(obj1, obj2) {
  148. let key;
  149. for (key in obj2) {
  150. // 如果target(也就是obj1[key])存在,且是对象的话再去调用deepMerge,否则就是obj1[key]里面没这个对象,需要与obj2[key]合并
  151. // 如果obj2[key]没有值或者值不是对象,此时直接替换obj1[key]
  152. obj1[key] =
  153. obj1[key] &&
  154. obj1[key].toString() === "[object Object]" &&
  155. (obj2[key] && obj2[key].toString() === "[object Object]")
  156. ? deepMerge(obj1[key], obj2[key])
  157. : (obj1[key] = obj2[key]);
  158. }
  159. return obj1;
  160. }
  161. //▼ADPCM播放相关,来自 https://github.com/jy4340132/aaa
  162. const pcmMemory = new WebAssembly.Memory({ initial: 256, maximum: 256 });
  163. const pcmImportObj = {
  164. env: {
  165. abortStackOverflow: () => { throw new Error("overflow"); },
  166. table: new WebAssembly.Table({ initial: 0, maximum: 0, element: "anyfunc" }),
  167. tableBase: 0,
  168. memory: pcmMemory,
  169. memoryBase: 102400,
  170. STACKTOP: 0,
  171. STACK_MAX: pcmMemory.buffer.byteLength,
  172. }
  173. };
  174. let pcmPlayer = null;
  175. let adpcm_wasm = null;
  176. function decodeAudio(fileName, decodeCallback) {
  177. if (pcmPlayer != null) {
  178. pcmPlayer.close();
  179. }
  180. pcmPlayer = new PCMPlayer(1, 44100);
  181. fetch(fileName).then((response) => response.arrayBuffer())
  182. .then((bytes) => {
  183. let audioData = new Uint8Array(bytes);
  184. let step = 160;
  185. for (let i = 0; i < audioData.byteLength; i += step) {
  186. let pcm16BitData = decodeCallback(audioData.slice(i, i + step));
  187. let pcmFloat32Data = Std.shortToFloatData(pcm16BitData);
  188. pcmPlayer.feed(pcmFloat32Data);
  189. }
  190. });
  191. }
  192. fetch("library/jy4340132-aaa/adpcm.wasm").then((response) => response.arrayBuffer())
  193. .then((bytes) => WebAssembly.instantiate(bytes, pcmImportObj))
  194. .then((wasm) => {
  195. adpcm_wasm = wasm;
  196. /*addButton("adpcm").onclick = function () {
  197. let decoder = new Adpcm(wasm, pcmImportObj);
  198. decoder.resetDecodeState(new Adpcm.State(0, 0));
  199. decodeAudio("demo.adpcm", decoder.decode.bind(decoder));
  200. }*/
  201. });
  202. //▲ADPCM播放相关
  203. // 加载 image
  204. function loadImage(url) {
  205. return new Promise(function(resolve, reject) {
  206. var image = new Image();
  207. image.src = url;
  208. image.type = "svg"
  209. image.crossOrigin = 'Anonymous';
  210. image.onload = function() {
  211. resolve(this);
  212. };
  213. image.onerror = function(err) {
  214. reject(err);
  215. };
  216. });
  217. }
  218. function latentUseHole(latentId) {
  219. switch (true) {
  220. case (latentId === 12):
  221. case (latentId >= 16 && latentId <= 36 || latentId >= 43):
  222. return 2;
  223. case (latentId >= 13 && latentId <= 15):
  224. case (latentId >= 37 && latentId <= 42):
  225. return 6;
  226. case (latentId < 12):
  227. default:
  228. return 1;
  229. }
  230. }
  231. //获取最大潜觉数量
  232. function getMaxLatentCount(id) { //转生2和超转生3为8个格子
  233. const card = Cards[id];
  234. return card && card.is8Latent ? 8 : 6;
  235. }
  236. //计算用了多少潜觉格子
  237. function usedHole(latents) {
  238. return latents.reduce((usedHole, latentId) => usedHole + latentUseHole(latentId), 0);
  239. }
  240. //计算所有队伍中有多少个该觉醒
  241. function awokenCountInFormation(formationTeams, awokenIndex, solo, teamsCount) {
  242. const formationAwokenCount = formationTeams.reduce(function(previous, team) {
  243. return previous + awokenCountInTeam(team, awokenIndex, solo, teamsCount);
  244. }, 0);
  245. return formationAwokenCount;
  246. }
  247. //计算单个队伍中有多少个该觉醒
  248. function awokenCountInTeam(team, awokenIndex, solo, teamsCount) {
  249. const memberArray = team[0];
  250. const assistArray = team[1];
  251. const teamAwokenCount = memberArray.reduce(function(previous, mon, idx) {
  252. if (mon.id <= 0) { //如果是delay和null
  253. return previous;
  254. }
  255. const card = Cards[mon.id];
  256. if (!card || !card.enabled) { //如果卡片未启用
  257. return previous;
  258. }
  259. const assist = assistArray[idx];
  260. const assistCard = Cards[assist.id];
  261. //启用的觉醒数组片段
  262. let enableAwoken = card.awakenings.slice(0, mon.awoken);
  263. //单人、3人时,大于等于100级时增加超觉醒
  264. if ((solo || teamsCount === 3) && mon.sawoken >= 0 && mon.level >= 100) {
  265. const sAwokenT = card.superAwakenings[mon.sawoken];
  266. if (sAwokenT >= 0)
  267. enableAwoken = enableAwoken.concat(sAwokenT);
  268. }
  269. if (assistCard && assistCard.enabled && assistCard.awakenings.includes(49)) { //如果卡片未启用
  270. enableAwoken = enableAwoken.concat(assistCard.awakenings.slice(0, assist.awoken));
  271. }
  272. //相同的觉醒数
  273. const hasAwoken = enableAwoken.filter(ak => { return ak == awokenIndex; }).length;
  274. return previous + hasAwoken;
  275. }, 0);
  276. return teamAwokenCount;
  277. }
  278. //返回可用的怪物名称
  279. function returnMonsterNameArr(card, lsList, defaultCode) {
  280. const monNameArr = lsList.map(lc => { //取出每种语言
  281. if (lc == defaultCode)
  282. return card.name;
  283. else if (card.otLangName)
  284. return card.otLangName[lc];
  285. }).filter(ln => //去掉空值和问号
  286. typeof(ln) == "string" && ln.length > 0 && !new RegExp("^(?:초월\\s*)?[\\?\\*]+", "i").test(ln)
  287. );
  288. if (monNameArr.length < 1) //如果本来的列表里没有名字
  289. {
  290. monNameArr.push(card.name); //只添加默认名字
  291. }
  292. return monNameArr;
  293. }
  294. //Code From pad-rikuu
  295. function valueAt(level, maxLevel, curve) {
  296. const f = (maxLevel === 1 || level >= maxLevel) ? 1 : ((level - 1) / (maxLevel - 1));
  297. return curve.min + (curve.max - curve.min) * f ** curve.scale;
  298. }
  299. //Code From pad-rikuu
  300. function curve(c, level, maxLevel, limitBreakIncr, limitBreakIncr120) {
  301. let value = valueAt(level, maxLevel, {
  302. min: c.min,
  303. max: c.max !== undefined ? c.max : (c.min * maxLevel),
  304. scale: c.scale || 1
  305. });
  306. if (level > maxLevel) {
  307. const exceed99 = Math.min(level - maxLevel, 11);
  308. const exceed110 = Math.max(0, level - 110);
  309. value += c.max !== undefined ?
  310. ((c.max * (limitBreakIncr / 100) * (exceed99 / 11)) + (c.max * (limitBreakIncr120 / 100) * (exceed110 / 10))) :
  311. (c.min * exceed99 + c.min * exceed110);
  312. }
  313. return value;
  314. }
  315. //计算怪物的经验值
  316. function calculateExp(member) {
  317. if (!member) return null;
  318. const memberCard = Cards[member.id];
  319. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  320. const expArray = [
  321. Math.round(valueAt(member.level, 99, memberCard.exp)) //99级以内的经验
  322. ];
  323. if (member.level > 99)
  324. expArray.push(Math.max(0, Math.min(member.level, 110) - 100) * 5000000);
  325. if (member.level > 110)
  326. expArray.push(Math.max(0, Math.min(member.level, 120) - 110) * 20000000);
  327. return expArray;
  328. }
  329. //计算怪物的能力
  330. function calculateAbility(member, assist = null, solo = true, teamsCount = 1) {
  331. if (!member) return null;
  332. const memberCard = Cards[member.id];
  333. const assistCard = assist ? Cards[assist.id] : null;
  334. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  335. const bonusScale = [0.1, 0.05, 0.15]; //辅助宠物附加的属性倍率
  336. const plusAdd = [10, 5, 3]; //加值的增加值
  337. const limitBreakIncr120 = [10, 5, 5]; //120三维增加比例
  338. const awokenAdd = [ //对应加三维觉醒的序号与增加值
  339. [{ index: 1, value: 500 }, { index: 65, value: -2500 }], //HP
  340. [{ index: 2, value: 100 }, { index: 66, value: -1000 }], //ATK
  341. [{ index: 3, value: 200 }, { index: 67, value: -2000 }] //RCV
  342. ];
  343. const previousAwokenScale = [ //在297之前,对应比例加三维觉醒的序号与倍率值,就是语音觉醒
  344. [{ index: 63, scale: 1.1 }], //HP
  345. [{ index: 63, scale: 1.1 }], //ATK
  346. [{ index: 63, scale: 1.1 }] //RCV
  347. ];
  348. const latterAwokenScale = [ //对应比例加三维觉醒的序号与倍率值
  349. [], //HP
  350. [], //ATK
  351. [] //RCV
  352. ];
  353. if (!solo) { //协力时计算协力觉醒
  354. latterAwokenScale.forEach(ab => {
  355. ab.push({ index: 30, scale: 1.5 });
  356. });
  357. }
  358. const latentScale = [ //对应加三维潜在觉醒的序号与增加比例
  359. [{ index: 1, scale: 0.015 }, { index: 12, scale: 0.03 }, { index: 28, scale: 0.045 }, { index: 43, scale: 0.10 }], //HP
  360. [{ index: 2, scale: 0.01 }, { index: 12, scale: 0.02 }, { index: 29, scale: 0.03 }, { index: 44, scale: 0.05 }], //ATK
  361. [{ index: 3, scale: 0.1 }, { index: 12, scale: 0.2 }, { index: 30, scale: 0.3 }, { index: 45, scale: 0.35 }] //RCV
  362. ];
  363. const memberCurves = [memberCard.hp, memberCard.atk, memberCard.rcv];
  364. const assistCurves = assistCard ? [assistCard.hp, assistCard.atk, assistCard.rcv] : null;
  365. const abilitys = memberCurves.map((ab, idx) => {
  366. const n_base = Math.round(curve(ab, member.level, memberCard.maxLevel, memberCard.limitBreakIncr, limitBreakIncr120[idx])); //等级基础三维
  367. const n_plus = member.plus[idx] * plusAdd[idx]; //加值增加量
  368. let n_assist_base = 0,
  369. n_assist_plus = 0; //辅助的bonus
  370. let awokenList = memberCard.awakenings.slice(0, member.awoken); //储存点亮的觉醒
  371. //单人、3人时,大于等于100级时增加超觉醒
  372. if ((solo || teamsCount === 3) && member.sawoken >= 0 && member.level >= 100) {
  373. const sAwokenT = memberCard.superAwakenings[member.sawoken];
  374. if (sAwokenT >= 0)
  375. awokenList = awokenList.concat(sAwokenT);
  376. }
  377. //如果有武器还要计算武器的觉醒
  378. if (assistCard && assistCard.id > 0 && assistCard.enabled) {
  379. const assistAwokenList = assistCard.awakenings.slice(0, assist.awoken); //储存武器点亮的觉醒
  380. if (assistAwokenList.includes(49)) //49是武器觉醒,确认已经点亮了武器觉醒
  381. {
  382. awokenList = awokenList.concat(assistAwokenList);
  383. }
  384. if (memberCard.attrs[0] === assistCard.attrs[0] || memberCard.attrs[0] == 6 || assistCard.attrs[0] == 6) {
  385. n_assist_base = Math.round(curve(assistCurves[idx], assist.level, assistCard.maxLevel, assistCard.limitBreakIncr, limitBreakIncr120[idx])); //辅助等级基础三维
  386. n_assist_plus = assist.plus[idx] * plusAdd[idx]; //辅助加值增加量
  387. }
  388. }
  389. //用来计算倍率觉醒的最终倍率是多少,reduce用
  390. function calculateAwokenScale(previous, aw) {
  391. const awokenCount = awokenList.filter(ak => ak == aw.index).length; //每个倍率觉醒的数量
  392. return previous * aw.scale ** awokenCount;
  393. }
  394. //倍率类觉醒的比例,直接从1开始乘
  395. const n_awokenScale = previousAwokenScale[idx].reduce(calculateAwokenScale, 1);
  396. //觉醒增加的数值
  397. const n_awoken = awokenList.length > 0 ?
  398. Math.round(awokenAdd[idx].reduce((previous, aw) => {
  399. const awokenCount = awokenList.filter(ak => ak == aw.index).length; //每个觉醒的数量
  400. if (awokenCount > 0)
  401. return previous + aw.value * awokenCount;
  402. else
  403. return previous;
  404. }, 0)) :
  405. 0;
  406. //潜觉增加的倍率,从0开始,增加比例小于1,是加法不是乘法
  407. const n_latentScale = (member.latent && member.latent.length > 0) ?
  408. latentScale[idx].reduce((previous, la) => {
  409. const latentCount = member.latent.filter(l => l === la.index).length; //每个潜觉的数量
  410. return previous + la.scale * latentCount;
  411. }, 0) :
  412. 0;
  413. let reValue = n_base * n_awokenScale + n_base * n_latentScale + n_plus + n_awoken + (n_assist_base + n_assist_plus) * bonusScale[idx];
  414. //因为语音觉醒觉醒无效也生效,所以这里需要计算
  415. let reValueNoAwoken = n_base * n_awokenScale + n_plus + (n_assist_base + n_assist_plus) * bonusScale[idx];
  416. //觉醒生效时的协力、语音觉醒等的倍率
  417. reValue = reValue * latterAwokenScale[idx].reduce(calculateAwokenScale, 1);
  418. //都要做四舍五入
  419. reValue = Math.round(reValue);
  420. reValueNoAwoken = Math.round(reValueNoAwoken);
  421. if (idx < 2) //idx顺序为HP、ATK、RCV
  422. { //HP和ATK最低为1
  423. reValue = Math.max(reValue, 1);
  424. reValueNoAwoken = Math.max(reValueNoAwoken, 1);
  425. }
  426. return [reValue, reValueNoAwoken];
  427. });
  428. return abilitys;
  429. }
  430. function calculateAbility_max(id, solo, teamsCount) {
  431. const card = Cards[id];
  432. const tempMon = {
  433. id: id,
  434. level: card.limitBreakIncr ? 110 : card.maxLevel,
  435. plus: (card.overlay || card.types[0] == 15 && card.types[1] == -1) ? [0, 0, 0] : [99, 99, 99], //当可以叠加时,不能打297
  436. awoken: card.awakenings.length,
  437. };
  438. const abilities = calculateAbility(tempMon, null, solo, teamsCount);
  439. if (abilities) {
  440. return {
  441. noAwoken: {
  442. hp: abilities[0][1],
  443. atk: abilities[1][1],
  444. rcv: abilities[2][1],
  445. },
  446. withAwoken: {
  447. hp: abilities[0][0],
  448. atk: abilities[1][0],
  449. rcv: abilities[2][0],
  450. },
  451. };
  452. } else {
  453. return null;
  454. }
  455. }
  456. //搜索卡片用
  457. function searchCards(cards, attr1, attr2, fixMainColor, types, typeAndOr, rares, awokens, sawokens, equalAk, incSawoken) {
  458. let cardsRange = cards.concat(); //这里需要复制一份原来的数组,不然若无筛选,后面的排序会改变初始Cards
  459. //属性
  460. if (attr1 != null && attr1 === attr2 || //主副属性一致并不为空
  461. (attr1 === 6 && attr2 === -1)) //主副属性都为“无”
  462. { //当两个颜色相同时,主副一样颜色的只需判断一次
  463. cardsRange = cardsRange.filter(c => c.attrs[0] === attr1 && c.attrs[1] === attr1);
  464. } else if (fixMainColor) //如果固定了顺序
  465. {
  466. const a1null = attr1 === null,
  467. a2null = attr2 === null;
  468. cardsRange = cardsRange.filter(c =>
  469. (a1null ? true : c.attrs[0] === attr1) &&
  470. (a2null ? true : c.attrs[1] === attr2)
  471. );
  472. } else //不限定顺序时
  473. {
  474. const search_attrs = [attr1, attr2].filter(a => a !== null && a >= 0 && a <= 5); //所有非空属性
  475. const anone = attr1 === 6 || attr2 === -1; //是否有“无”属性
  476. cardsRange = cardsRange.filter(c =>
  477. search_attrs.every(a => c.attrs.includes(a)) &&
  478. (anone ? (c.attrs.includes(6) || c.attrs.includes(-1)) : true)
  479. );
  480. }
  481. //类型
  482. if (types.length > 0) {
  483. cardsRange = cardsRange.filter(c => typeAndOr ?
  484. types.every(t => c.types.includes(t)) : //所有type都满足
  485. types.some(t => c.types.includes(t)) //只需要满足一个type
  486. );
  487. }
  488. //稀有度
  489. if (rares.length > 1) {
  490. cardsRange = cardsRange.filter(c => c.rarity >= rares[0] && c.rarity <= rares[1]);
  491. }
  492. //觉醒
  493. //等效觉醒时,事先去除大觉醒
  494. if (equalAk) {
  495. const bigEqualAwokens = awokens.filter(ak => equivalent_awoken.findIndex(eak => eak.big === ak.id) >= 0); //所有存在的大觉醒
  496. bigEqualAwokens.forEach(bak => {
  497. const equivalentAwoken = equivalent_awoken.find(eak => eak.big === bak.id);
  498. let smallEqualAwoken = awokens.find(ak => equivalentAwoken.small === ak.id);
  499. if (!smallEqualAwoken) {
  500. smallEqualAwoken = { id: equivalentAwoken.small, num: 0 }; //如果没有就新建一个
  501. awokens.push(smallEqualAwoken);
  502. }
  503. smallEqualAwoken.num += bak.num * equivalentAwoken.times; //小觉醒添加大觉醒的数字
  504. });
  505. awokens = awokens.filter(ak => equivalent_awoken.findIndex(eak => eak.big === ak.id) < 0); //去除大觉醒
  506. }
  507. if (awokens.length > 0) {
  508. cardsRange = cardsRange.filter(card => {
  509. let cardAwakeningsArray = [];
  510. if (incSawoken && card.superAwakenings.length > 0) { //如果搜索超觉醒,产生原始觉醒分别加上每个超觉醒的多个数组
  511. cardAwakeningsArray = card.superAwakenings.map(sak => card.awakenings.concat(sak));
  512. } else { //单个原始觉醒数组
  513. cardAwakeningsArray.push(card.awakenings);
  514. }
  515. return cardAwakeningsArray.some(cardAwakening => //重复每种包含超觉醒的觉醒数组,只要有一组符合要求就行
  516. awokens.every(ak => { //判断需要搜索的觉醒是不是全都在觉醒数组里
  517. if (equalAk) //如果开启等效觉醒
  518. {
  519. //搜索等效觉醒
  520. const equivalentAwoken = equivalent_awoken.find(eak => eak.small === ak.id);
  521. if (equivalentAwoken) {
  522. const totalNum = cardAwakening.filter(cak => cak == equivalentAwoken.small).length +
  523. cardAwakening.filter(cak => cak == equivalentAwoken.big).length * equivalentAwoken.times;
  524. return totalNum >= ak.num;
  525. }
  526. }
  527. return cardAwakening.filter(cak => cak == ak.id).length >= ak.num;
  528. })
  529. );
  530. });
  531. }
  532. //超觉醒
  533. if (sawokens.length > 0 && !incSawoken) {
  534. cardsRange = cardsRange.filter(card => sawokens.some(sak => {
  535. const equivalentAwoken = equivalent_awoken.find(eak => eak.small === sak);
  536. return card.superAwakenings.includes(sak) ||
  537. equalAk && equivalentAwoken && card.superAwakenings.includes(equivalentAwoken.big); //如果开启等效觉醒
  538. }));
  539. }
  540. cardsRange = cardsRange.filter(card => card.id); //去除Cards[0]
  541. return cardsRange;
  542. }
  543. function searchByString(str)
  544. { // 考虑了一下onlyInTag被废弃了,因为和游戏内搜索不符
  545. str = str.trim();
  546. if (str.length>0)
  547. {
  548. return Cards.filter(card =>
  549. {
  550. const names = [card.name];
  551. if (card.otLangName)
  552. {
  553. names.push(...Object.values(card.otLangName));
  554. }
  555. const tags = card.altName.concat();
  556. if (card.otTags)
  557. {
  558. tags.push(...card.otTags);
  559. }
  560. return tags.some(astr=>astr.toLowerCase().includes(str.toLowerCase())) ||
  561. names.some(astr=>astr.toLowerCase().includes(str.toLowerCase()));
  562. }
  563. );
  564. }else
  565. {
  566. return [];
  567. }
  568. }
  569. function copyString(input)
  570. {
  571. input.focus(); //设input为焦点
  572. input.select(); //选择全部
  573. if (document.execCommand('copy')) {
  574. document.execCommand('copy');
  575. }
  576. //input.blur(); //取消焦点
  577. }
  578. //产生一个怪物头像
  579. function createCardA() {
  580. const cdom = document.createElement("a");
  581. cdom.className = "monster";
  582. cdom.target = "_blank";
  583. const property = cdom.appendChild(document.createElement("div"));
  584. property.className = "property";
  585. const subproperty = cdom.appendChild(document.createElement("div"));
  586. subproperty.className = "subproperty";
  587. const cid = cdom.appendChild(document.createElement("div"));
  588. cid.className = "id";
  589. const cawoken = cdom.appendChild(document.createElement("div"));
  590. cawoken.className = "awoken-count-num";
  591. return cdom;
  592. }
  593. //返回文字说明内怪物Card的纯HTML
  594. function cardN(id) {
  595. const monOuterDom = document.createElement("span");
  596. monOuterDom.className = "detail-mon";
  597. const monDom = createCardA(id);
  598. monOuterDom.appendChild(monDom);
  599. monOuterDom.monDom = monDom;
  600. changeid({ id: id }, monDom);
  601. return monOuterDom;
  602. }
  603. //技能介绍里的头像的切换
  604. function changeToIdInSkillDetail(event) {
  605. const settingBox = editBox.querySelector(".setting-box");
  606. const monstersID = settingBox.querySelector(".row-mon-id .m-id");
  607. const mid = this.getAttribute("data-cardid");
  608. monstersID.value = mid;
  609. monstersID.onchange();
  610. return false; //取消链接的默认操作
  611. }
  612. //搜索并显示合作
  613. function searchCollab(event) {
  614. const collabId = parseInt(this.getAttribute('data-collabId'), 10);
  615. showSearch(Cards.filter(card => card.collabId == collabId));
  616. return false;
  617. }
  618. //按住Ctrl点击技能在控制台输出技能的对象
  619. function fastShowSkill(event) {
  620. const skillId = parseInt(this.getAttribute("data-skillid"), 10); //获得当前技能ID
  621. if (event.ctrlKey) {
  622. const skillId = parseInt(this.getAttribute("data-skillid"), 10);
  623. console.debug(Skills[skillId]);
  624. return;
  625. };
  626. const s_cards = Cards.filter(card => card.activeSkillId === skillId); //搜索同技能怪物
  627. if (s_cards.length > 1) {
  628. showSearch(s_cards); //显示
  629. }
  630. }
  631. //将怪物的文字介绍解析为HTML
  632. function descriptionToHTML(str)
  633. {
  634. //str = str.replace(/\n/ig,"<br>"); //换行
  635. //str = str.replace(/ /ig,"&nbsp;"); //换行
  636. str = str.replace(/\^([a-fA-F0-9]+?)\^([^\^]+?)\^p/igm,'<span style="color:#$1;">$2</span>'); //文字颜色
  637. str = str.replace(/\%\{m([0-9]{1,4})\}/g,function (str, p1, offset, s){return cardN(parseInt(p1,10)).outerHTML;}); //怪物头像
  638. return str;
  639. }
  640. //默认的技能解释的显示行为
  641. function parseSkillDescription(skill) {
  642. const span = document.createElement("span");
  643. span.innerHTML = descriptionToHTML(skill.description);
  644. return span;
  645. }
  646. //大数字缩短长度,默认返回本地定义字符串
  647. function parseBigNumber(number) {
  648. return number.toLocaleString();
  649. }
  650. //判断是否是转生和超转生
  651. function isReincarnated(card) {
  652. return card.is8Latent && !card.isUltEvo && (card.evoBaseId || card.evoRootId) != card.id && (card.awakenings.includes(49) ? isReincarnated(Cards[card.evoBaseId]) : true);
  653. }
  654. //获取类型允许的潜觉
  655. function getAllowLatent(card) {
  656. const latentSet = new Set(common_allowable_latent);
  657. card.types.filter(i => i >= 0)
  658. .map(type => type_allowable_latent[type])
  659. .forEach(tA => tA.forEach(t => latentSet.add(t)));
  660. if (card.limitBreakIncr) {
  661. v120_allowable_latent.forEach(t => latentSet.add(t));
  662. }
  663. return Array.from(latentSet);
  664. }
  665. //计算队伍中有多少血量
  666. function countTeamHp(memberArr, leader1id, leader2id, solo, noAwoken = false) {
  667. const ls1 = Skills[(Cards[leader1id] || Cards[0]).leaderSkillId];
  668. const ls2 = Skills[(Cards[leader2id] || Cards[0]).leaderSkillId];
  669. const mHpArr = memberArr.map(m => {
  670. const ability = noAwoken ? m.abilityNoAwoken : m.ability;
  671. let hp = ability ? ability[0] : 0;
  672. if (!hp) return 0;
  673. const card = Cards[m.id] || Cards[0];
  674. hp = hp1 = Math.round(hp * memberHpMul(card, ls2, memberArr, solo)); //战友队长技
  675. hp = hp2 = Math.round(hp * memberHpMul(card, ls1, memberArr, solo)); //我方队长技
  676. /* 演示用代码
  677. let hp1,hp2;
  678. hp1 = hp * memberHpMul(card,ls2,memberArr,solo);
  679. hp = Math.round(hp1);
  680. hp2 = hp * memberHpMul(card,ls1,memberArr,solo);
  681. hp = Math.round(hp2);
  682. console.log("%s 第1次倍率血量:%s(%s),第2次倍率血量:%s(%s)",Cards[m.id].otLangName["chs"],Math.round(hp1),hp1,Math.round(hp2),hp2);
  683. */
  684. return hp;
  685. });
  686. //console.log('单个队伍血量:',mHpArr,mHpArr.reduce((p,c)=>p+c));
  687. function memberHpMul(card, ls, memberArr, solo) {
  688. function hpMul(parm, scale) {
  689. if (scale == undefined || scale == 0) return 1;
  690. if (parm.attrs && card.attrs.some(a => parm.attrs.includes(a))) {
  691. return scale / 100;
  692. }
  693. if (parm.types && card.types.some(t => parm.types.includes(t))) {
  694. return scale / 100;
  695. }
  696. return 1;
  697. }
  698. const sk = ls.params;
  699. let scale = 1;
  700. switch (ls.type) {
  701. case 23:
  702. case 30:
  703. case 62:
  704. case 77:
  705. case 63:
  706. case 65:
  707. scale = hpMul({ types: sk.slice(0, sk.length - 1) }, sk[sk.length - 1]);
  708. break;
  709. case 29:
  710. case 114:
  711. case 45:
  712. case 111:
  713. case 46:
  714. case 48:
  715. case 67:
  716. scale = hpMul({ attrs: sk.slice(0, sk.length - 1) }, sk[sk.length - 1]);
  717. break;
  718. case 73:
  719. case 76:
  720. scale = hpMul({ attrs: sk[0], types: sk[1] }, sk[2]);
  721. break;
  722. case 106:
  723. case 107:
  724. case 108:
  725. scale = sk[0] / 100;
  726. break;
  727. case 121:
  728. case 129:
  729. case 163:
  730. case 186:
  731. scale = hpMul({ attrs: flags(sk[0]), types: flags(sk[1]) }, sk[2]);
  732. break;
  733. case 125: //队伍中必须有指定队员
  734. const needMonIdArr = sk.slice(0, 5).filter(s => s > 0);
  735. const memberIdArr = memberArr.map(m => m.id); //包括队长,所以不需要筛选出队员
  736. scale = needMonIdArr.every(mid => memberIdArr.includes(mid)) ? sk[5] / 100 : 1;
  737. break;
  738. case 136:
  739. scale = hpMul({ attrs: flags(sk[0]) }, sk[1]);
  740. if (sk[4]) scale *= hpMul({ attrs: flags(sk[4]) }, sk[5]);
  741. break;
  742. case 137:
  743. scale = hpMul({ types: flags(sk[0]) }, sk[1]);
  744. if (sk[4]) scale *= hpMul({ types: flags(sk[4]) }, sk[5]);
  745. break;
  746. case 155:
  747. scale = solo ? 1 : hpMul({ attrs: flags(sk[0]), types: flags(sk[1]) }, sk[2]);
  748. break;
  749. case 158:
  750. scale = hpMul({ attrs: flags(sk[1]), types: flags(sk[2]) }, sk[4]);
  751. break;
  752. case 175: //队伍组成全为合作
  753. const needCollabIdIdArr = sk.slice(0, 3).filter(s => s > 0);
  754. const memberCollabIdArr = memberArr.slice(1, 5).filter(m => m.id > 0).map(m => Cards[m.id].collabId);
  755. scale = memberCollabIdArr.every(cid => needCollabIdIdArr.includes(cid)) ? sk[3] / 100 : 1;
  756. break;
  757. case 178:
  758. case 185:
  759. scale = hpMul({ attrs: flags(sk[1]), types: flags(sk[2]) }, sk[3]);
  760. break;
  761. case 203: //队员为指定类型,不包括双方队长,且队员数大于0
  762. let trueMemberCardsArr = memberArr.slice(1, 5).filter(m => m.id > 0).map(m => Cards[m.id]);
  763. switch (sk[0]) {
  764. case 0: //全是像素进化
  765. scale = (trueMemberCardsArr.length > 0 && trueMemberCardsArr.every(card => card.evoMaterials.includes(3826))) ? sk[1] / 100 : 1;
  766. break;
  767. case 2: //全是转生、超转生(8格潜觉)
  768. scale = (trueMemberCardsArr.length > 0 && trueMemberCardsArr.every(card => isReincarnated(card))) ? sk[1] / 100 : 1;
  769. break;
  770. }
  771. break;
  772. case 229:{ //队员中存在每个属性或Type都算一次
  773. let cardsArr = memberArr.filter(m => m.id > 0).map(m => Cards[m.id]); //所有的卡片
  774. let attrsArr = cardsArr.flatMap(card => card.attr); //所有卡片的属性
  775. let typesArr = cardsArr.flatMap(card => card.types); //所有卡片的类型
  776. let correspondingAttrs = flags(sk[0]); //符合的属性
  777. let correspondingTypes = flags(sk[1]); //符合的类型
  778. let correspondingTimes = attrsArr.filter(a=>correspondingAttrs.includes(a)).length + typesArr.filter(t=>correspondingTypes.includes(t)).length; //符合的次数
  779. scale = sk[2] * correspondingTimes / 100 + 1;
  780. //console.log('属性、类型个数动态倍率,当前队长HP倍率为 %s',scale);
  781. break;
  782. }
  783. case 138: //调用其他队长技
  784. scale = sk.reduce((pmul, skid) => pmul * memberHpMul(card, Skills[skid], memberArr, solo), 1)
  785. break;
  786. default:
  787. }
  788. return scale || 1;
  789. }
  790. return mHpArr;
  791. }
  792. //返回卡片的队长技能
  793. function getCardLeaderSkills(card, skillTypes) {
  794. if (!card) return [];
  795. return getActuallySkills(Skills[card.leaderSkillId], skillTypes, false);
  796. }
  797. //返回卡片的主动技能
  798. function getCardActiveSkills(card, skillTypes, searchRandom = false) {
  799. if (!card) return [];
  800. return getActuallySkills(Skills[card.activeSkillId], skillTypes, searchRandom);
  801. }
  802. //查找到真正起作用的那一个技能
  803. function getActuallySkills(skill, skillTypes, searchRandom = true) {
  804. if (skillTypes.includes(skill.type))
  805. {
  806. return [skill];
  807. }
  808. else if (skill.type == 116 || (searchRandom && skill.type == 118) || skill.type == 138)
  809. {
  810. //因为可能有多层调用,特别是随机118再调用组合116的,所以需要递归
  811. let subSkills = skill.params.flatMap(id => getActuallySkills(Skills[id], skillTypes, searchRandom));
  812. subSkills = subSkills.filter(s=>s);
  813. return subSkills;
  814. }
  815. else
  816. {
  817. return [];
  818. }
  819. }
  820. //计算队伍是否为76
  821. function tIf_Effect_76board(leader1id, leader2id) {
  822. const searchTypeArray = [162, 186];
  823. function henshinBase(cardid, firstId)
  824. {
  825. if (firstId == undefined) firstId = cardid;
  826. let card = Cards[cardid];
  827. if (card && card.henshinFrom && card.henshinFrom !== firstId)
  828. {
  829. card = henshinBase(card.henshinFrom, firstId);
  830. }
  831. return card;
  832. }
  833. const ls1 = getCardLeaderSkills(henshinBase(leader1id), searchTypeArray)[0];
  834. const ls2 = getCardLeaderSkills(henshinBase(leader2id), searchTypeArray)[0];
  835. return Boolean(ls1 || ls2);
  836. }
  837. //计算队伍是否为无天降
  838. function tIf_Effect_noSkyfall(leader1id, leader2id) {
  839. const searchTypeArray = [163, 177];
  840. const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
  841. const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
  842. [0]
  843. return Boolean(ls1 || ls2);
  844. }
  845. //计算队伍是否为毒无效
  846. function tIf_Effect_poisonNoEffect(leader1id, leader2id) {
  847. const searchTypeArray = [197];
  848. const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
  849. const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
  850. return Boolean(ls1 || ls2);
  851. }
  852. //计算队伍的+C
  853. function tIf_Effect_addCombo(leader1id, leader2id) {
  854. return [
  855. getSkillAddCombo(Cards[leader1id]),
  856. getSkillAddCombo(Cards[leader2id])
  857. ];
  858. }
  859. function getSkillAddCombo(card) {
  860. const searchTypeArray = [192, 194, 206, 209, 210, 219, 220];
  861. const skill = getCardLeaderSkills(card, searchTypeArray)[0];
  862. if (!skill) return 0;
  863. switch (skill.type) {
  864. case 192:
  865. case 194:
  866. return skill.params[3];
  867. case 206:
  868. return skill.params[6];
  869. case 209:
  870. return skill.params[0];
  871. case 210:
  872. case 219:
  873. return skill.params[2];
  874. case 220:
  875. return skill.params[1];
  876. default:
  877. return 0;
  878. }
  879. }
  880. //计算队伍的追打
  881. function tIf_Effect_inflicts(leader1id, leader2id) {
  882. const searchTypeArray = [199, 200, 201, 223];
  883. return [
  884. getSkillFixedDamage(Cards[leader1id]),
  885. getSkillFixedDamage(Cards[leader2id])
  886. ];
  887. }
  888. function getSkillFixedDamage(card) {
  889. const searchTypeArray = [199, 200, 201, 223];
  890. const skill = getCardLeaderSkills(card, searchTypeArray)[0];
  891. if (!skill) return 0;
  892. switch (skill.type) {
  893. case 199:
  894. case 200:
  895. return skill.params[2];
  896. case 201:
  897. return skill.params[5];
  898. case 223:
  899. return skill.params[1];
  900. default:
  901. return 0;
  902. }
  903. }
  904. //计算队伍操作时间
  905. function countMoveTime(team, leader1id, leader2id, teamIdx) {
  906. const searchTypeArray = [178, 15, 185];
  907. const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
  908. const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
  909. const time1 = leaderSkillMoveTime(ls1);
  910. const time2 = leaderSkillMoveTime(ls2);
  911. function leaderSkillMoveTime(ls) {
  912. const moveTime = { fixed: false, duration: 0 };
  913. if (!ls) return moveTime;
  914. const sk = ls.params;
  915. switch (ls.type) {
  916. case 178: //固定操作时间
  917. moveTime.fixed = true;
  918. moveTime.duration = sk[0];
  919. break;
  920. case 15:
  921. case 185:
  922. moveTime.duration += sk[0] / 100;
  923. break;
  924. default:
  925. }
  926. return moveTime;
  927. }
  928. let moveTime = {
  929. fixed: false,
  930. duration: {
  931. default: 5,
  932. leader: 0,
  933. badge: 0,
  934. awoken: 0,
  935. }
  936. }; //基础5秒
  937. //固定操作时间的直接返回
  938. if (time1.fixed || time2.fixed) {
  939. moveTime.fixed = true;
  940. moveTime.duration.leader = time1.fixed ?
  941. (time2.fixed ? Math.min(time1.duration, time2.duration) : time1.duration) :
  942. time2.duration;
  943. } else {
  944. moveTime.duration.leader = time1.duration + time2.duration;
  945. //1人、3人计算徽章
  946. if (solo || teamsCount === 3) {
  947. switch (team[2]) {
  948. case 1: //小手指
  949. moveTime.duration.badge = 1;
  950. break;
  951. case 13: //大手指
  952. moveTime.duration.badge = 2;
  953. break;
  954. case 18: //月卡
  955. moveTime.duration.badge = 3;
  956. break;
  957. }
  958. } else if (teamsCount === 2) //2人协力时的特殊处理
  959. {
  960. const teams = formation.teams;
  961. const team2 = teamIdx === 1 ? teams[0] : teams[1]; //获取队伍2
  962. //复制队伍1,这里参数里的 team 换成了一个新的数组
  963. team = [
  964. team[0].concat(),
  965. team[1].concat()
  966. ];
  967. //把队伍2的队长和武器添加到复制的队伍1里面
  968. team[0].push(team2[0][team2[3]]);
  969. team[1].push(team2[1][team2[3]]);
  970. }
  971. //觉醒
  972. const awokenMoveTime = [
  973. { index: 19, value: 0.5 }, //小手指
  974. { index: 53, value: 1 }, //大手指
  975. ];
  976. moveTime.duration.awoken += awokenMoveTime.reduce((duration, aw) =>
  977. duration + awokenCountInTeam(team, aw.index, solo, teamsCount) * aw.value, 0);
  978. //潜觉
  979. const latentMoveTime = [
  980. { index: 4, value: 0.05 }, //小手指潜觉
  981. { index: 31, value: 0.12 }, //大手指潜觉
  982. ];
  983. moveTime.duration.awoken += latentMoveTime.reduce((duration, la) =>
  984. duration + team[0].reduce((count, menber) =>
  985. count + (menber.latent ? menber.latent.filter(l => l == la.index).length : 0), 0) * la.value, 0);
  986. }
  987. return moveTime;
  988. }
  989. //将盾减伤比例组叠加为一个减伤范围组
  990. function getReduceRange(reduceScales)
  991. {
  992. class reduceRange{
  993. constructor(obj)
  994. {
  995. this.min = 0;
  996. this.max = 100;
  997. this.scale = 0;
  998. this.probability = 1;
  999. if (typeof obj == "object") Object.assign(this, obj);
  1000. }
  1001. }
  1002. const ranges = [new reduceRange()];
  1003. const attrsRanges = new Array(5).fill(ranges); //5中属性的,默认填充第一个ranges的指针
  1004. function processingRanges(ranges, scale)
  1005. {
  1006. //先找scale.min在某个范围内的
  1007. const rgLessIdx = ranges.findIndex(range=>scale.hp.min > range.min && scale.hp.min < range.max),
  1008. //再找scale.max在某个范围内的
  1009. rgMoreIdx = ranges.findIndex(range=>scale.hp.max > range.min && scale.hp.max < range.max);
  1010. //先只拆分不乘比例
  1011. if (rgLessIdx >= 0)
  1012. {
  1013. const range = ranges[rgLessIdx];
  1014. ranges.splice(rgLessIdx, 1,
  1015. new reduceRange({min:range.min, max:scale.hp.min, scale: range.scale, probability: range.probability}),
  1016. new reduceRange({min:scale.hp.min, max:range.max, scale: range.scale, probability: range.probability})
  1017. );
  1018. }
  1019. if (rgMoreIdx >= 0)
  1020. {
  1021. const range = ranges[rgMoreIdx];
  1022. ranges.splice(rgMoreIdx, 1,
  1023. new reduceRange({min:range.min, max:scale.hp.max, scale: range.scale, probability: range.probability}),
  1024. new reduceRange({min:scale.hp.max, max:range.max, scale: range.scale, probability: range.probability})
  1025. );
  1026. }
  1027. const needChangeScaleRanges = ranges.filter(range=>range.min >= scale.hp.min && range.max <= scale.hp.max);
  1028. needChangeScaleRanges.forEach(range=>{
  1029. range.scale = 1 - (1 - range.scale) * (1 - scale.scale);
  1030. range.probability *= scale.probability;
  1031. });
  1032. }
  1033. //对scale进行排序,将所有全属性减伤的靠前,部分属性的靠后,这样前面的就只需要计算一次,后面的计算多次
  1034. reduceScales.sort((a,b)=>b.attrs - a.attrs);
  1035. reduceScales.forEach(scale=>{
  1036. if (scale.attrs == 0) //没有属性的
  1037. {
  1038. return;
  1039. }
  1040. else if ((scale.attrs & 31) != 31) //不符合全属性的
  1041. {
  1042. const attrs = flags(scale.attrs); //得到属性数组
  1043. attrs.forEach(n=>{
  1044. attrsRanges[n] = attrsRanges[n].map(range=>new reduceRange(range)); //复制一个新数组
  1045. processingRanges(attrsRanges[n], scale); //计算这个数组的减伤比例
  1046. });
  1047. }
  1048. else
  1049. { //只处理第一数组
  1050. processingRanges(ranges, scale);
  1051. }
  1052. });
  1053. return attrsRanges;
  1054. }
  1055. //获取盾减伤比例组
  1056. function getReduceScales(leaderid) {
  1057. const searchTypeArray = [16, 17, 36, 38, 43, 129, 163, 130, 131, 178, 151, 169, 198, 170, 182, 193, 171, 183];
  1058. const lss = getCardLeaderSkills(Cards[leaderid], searchTypeArray);
  1059. function leaderReduceScale(ls) {
  1060. const reduce = {
  1061. scale: 0,
  1062. hp: {
  1063. max: 100,
  1064. min: 0
  1065. },
  1066. probability: 1,
  1067. attrs: 31, //5色是31
  1068. };
  1069. if (!ls) return reduce;
  1070. const sk = ls.params;
  1071. switch (ls.type) {
  1072. case 16: //无条件盾
  1073. reduce.scale = sk[0] / 100;
  1074. break;
  1075. case 17: //单属性盾
  1076. reduce.scale = sk[1] / 100;
  1077. reduce.attrs = 0 | (sk[0] >= 0 ? 1 << sk[0] : 0);
  1078. break;
  1079. case 36: //2个属性盾
  1080. reduce.scale = sk[2] / 100;
  1081. reduce.attrs = 0 | (sk[0] >= 0 ? 1 << sk[0] : 0) | (sk[1] >= 0 ? 1 << sk[1] : 0);
  1082. break;
  1083. case 38: //血线下 + 可能几率
  1084. case 43: //血线上 + 可能几率
  1085. reduce.scale = (sk[2] || 0) / 100;
  1086. reduce.probability = sk[1] / 100;
  1087. if (sk[0] == 100)
  1088. {
  1089. reduce.hp.max = sk[0];
  1090. reduce.hp.min = 99;
  1091. }else
  1092. {
  1093. if(ls.type == 38)
  1094. {
  1095. reduce.hp.max = sk[0];
  1096. reduce.hp.min = 0;
  1097. }else
  1098. {
  1099. reduce.hp.max = 100;
  1100. reduce.hp.min = sk[0];
  1101. }
  1102. }
  1103. break;
  1104. case 129: //无条件盾,属性个数不固定
  1105. case 163: //无条件盾,属性个数不固定
  1106. case 130: //血线下 + 属性个数不固定
  1107. case 131: //血线上 + 属性个数不固定
  1108. reduce.scale = (sk[6] || 0) / 100;
  1109. reduce.attrs = 0 | sk[5];
  1110. if (ls.type == 130 || ls.type == 131)
  1111. {
  1112. if (sk[0] == 100)
  1113. {
  1114. reduce.hp.max = sk[0];
  1115. reduce.hp.min = 99;
  1116. }else
  1117. {
  1118. if(ls.type == 130)
  1119. {
  1120. reduce.hp.max = sk[0];
  1121. reduce.hp.min = 0;
  1122. }else
  1123. {
  1124. reduce.hp.max = 100;
  1125. reduce.hp.min = sk[0];
  1126. }
  1127. }
  1128. }
  1129. break;
  1130. case 178: //无条件盾,属性个数不固定
  1131. reduce.scale = (sk[7] || 0) / 100;
  1132. reduce.attrs = 0 | sk[6];
  1133. break;
  1134. case 151: //十字心触发
  1135. case 169: //C触发
  1136. case 198: //回血触发
  1137. reduce.scale = (sk[2] || 0) / 100;
  1138. break;
  1139. case 170: //多色触发
  1140. case 182: //长串触发
  1141. case 193: //L触发
  1142. reduce.scale = (sk[3] || 0) / 100;
  1143. break;
  1144. case 171: //多串触发
  1145. reduce.scale = (sk[6] || 0) / 100;
  1146. break;
  1147. case 183: //又是个有两段血线的队长技
  1148. reduce.scale = (sk[4] || 0) / 100;
  1149. if (sk[2] == 100)
  1150. {
  1151. reduce.hp.max = sk[2];
  1152. reduce.hp.min = 99;
  1153. }else
  1154. {
  1155. reduce.hp.max = 100;
  1156. reduce.hp.min = sk[2];
  1157. }
  1158. break;
  1159. default:
  1160. }
  1161. return reduce;
  1162. }
  1163. return lss.map(leaderReduceScale).filter(re=>re.scale > 0);
  1164. }

智龙迷城队伍图制作工具